Hey, Boro, hope you realized this after, but don't forget that since the front of the dress is being pulled and stretched forward, the back should be pulled up taught against the neck. I think seeing the tension of the cloth would make her look a little creepy from behind as well. Sorry, if you already noticed or if you were already planning this. (Plus, I think that the low point of the bottom winkle would be folded against/under the first, since the top of the dress is being strained the most. Otherwise, it almost looks like extra hanging fabric. But ignore me if this is completely wrong!) Keep up the amazing work!
About that... since the dress is completed it could be possible to quickly set a basic cloth simulation and run it for few sec. This way it could settle and wrinkle by itself. Then if it looks good the change can be applied to the base mesh.
Hey! An idea for the first witnesses rigging (if you’re doing it) could be having him walking while holding his lower stomach (think what pregnant people do). He can walk with his back bent a bit farther back and his hips forward. I think this could be really interesting! (Edit): for his idol animation, maybe he can like scratch the stomach while looking around and like hunch his shoulders. Love your videos and this series as a whole!!!
I graduated this June in 3D animation and CGI and I specialized in character modeling. Clothes is the part I hate the most due to how hard it can be to replicate a concept art perfectly. The thickness, the flow, the stitches, having the right stiffness and having it fall just right on the character...So many things can go wrong. (Don't get me started on topology) your video helped me a lot to target and fix some of my problems but also learn other ways of making clothes. Thanks dude!
Love how you specifically said “how to avoid one easy trap” lol Blender can be a trap at times 😂 Only thing you can do is save, duplicate, copy, and try again. Also, I want to say, you have really came a long way in your 3D work! It probably took me twice as long to go through an entire character work flow process when first starting out.
Смотрю этот канал года с 2016-7... Не постоянно, потому, что времени не особо много, но блин... Это невероятно круто! Просто слов нет. Желаю вдохновения, возможности реализовать все идеи и продолжать совершенствоваться в любимых направлениях! ❤
i know absolutely NOTHING about making games/characters but i love watching these videos, it makes me appreciate how much thought goes into every single detail.. keep up the amazing work!! :)
For better loops, you'd need to cut the model where you want to enforce the loop select that part (select loops/inner-region) and assign different materials to parts. In QuadRemesher tick use materials and voila!
Loving these! I think once you get the hang of this first game, it's your job to go make a new team silent! I can hardly make art on a two-dimensional plane, couldn't possibly wrap my mind around it once you start adding an X, Y, & Z axis.
@@BoroCG Hey Boro, big fan here. Take this with a grain of salt, but I would really recommend you that maybe you try to make this "second witness" old lady barefoot with (realistic) but really long toe nails (maybe all-black nails or with fungus on them like you did in the concept art before the modelling), it would make the "enemy" look so much primal and scary and weird imo than the "old lady classic shoes." The shoes give it a lot of "normality and familiarity" than an old creepy barefoot lady just standing there and watching you in the night at the front of a barn or a dark forest would bring imo. Anyways great vid!.
I'm sure someone's mentioned it already, but if you put a collider on the body mesh, I'm pretty sure you'll get collision with the cloth brush collision option
I love these videos. I don't know why. I don't do any of this stuff myself, or watch anyone else doing this sort of thing. I don't even really play games anymore. Can't wait for the next video.
for the hair i highly recommend using Bartosz Styperek's hair tool add-on. it does cost some money but it's very worth it for the price to get intuitive and game-ready card-based hair. incidentally he also has a tool for clothes called garment tool, i haven't bought and used it yet but it also looks very user-friendly with good results.
27:17 The dress could collide with the body, but you'd have to register the body as a collision object in the physics tab first. The collision needs "some" fine-tuning to avoid clipping obv, and pulling too hard will break it immediately. But yeah, it's in there.
Hey Boro! Love what youre doing, love your videos! I am curious if you have heard of simply cloth pro? It makes blenders native cloth sim a lot more managable, ive had great results with it!
ive been playing with quad remesh recently and one of my results gave me a loop cut that i swear went over literally every face on my mesh Edit: consider keeping a version of the dress with no thickness to use as a proxy for cloth in unreal engine. otherwise it deforms in the thickness too
A pretty good witness to represent unwanted intimacy and a controller being controlled would be a priest or other holy leader who's taken over. Also lots of potential for creepiness
Hey, for clothing, did you ever consider using CLO 3D or Marvelous Designer? you could do some wild stuff there, is basically like making real clothes.
Blender can also do that. It is less advanced but it support sewing stretching and expanding. Which is enough to make most clothing from 2D pieces of cloth. But the thing is that somebody absolutely need to know how to design proper 2D patterns. If not it end up looking weird whatever the software. So it can be as hard or harder than just modeling the cloth.
I mean if you have enough topo you really don’t have to worry about how topo flows. And it makes sense since your just a one man operation. I know how long It takes to make a all around super optimized game ready model and it would be hell for you to make them all to that extent.
The thing is, quadmesh topology may save time for the retopology stage but it wastes that time plus more during the rigging process and makes creating weights harder. He is using auto rig pro, in other words he is combining lazy topology plus lazy rigging which doesn’t just lead to terrible performance. It leads to an ugly character, not in the sense of scary, but in the sense of hella jank. Arms and legs don’t move right, everything clips, the lighting becomes blocky at joints and most importantly, animating the rig becomes much harder and time consuming. long story short, being lazy at the start creates much more work down the road. The best thing an indie dev can do, is do it the proper way but reduce the scope of the game and only use quadresmesh for non hero assets like random static objects or rigs viewed from far away. Even then, for a game, quadretopo is kinda useless, I find static meshes with no retopo at all much lighter and faster to make. Meaning quadretopo is my fav tool for concept art and animations but not for game assets
Curious, just saw a video of a real time cloth simulation in UED, how come people don’t use it for this? (I understand it needs specific gpu to work, and that clipping is an issue)
It depends really. I do not know if it's still the case but realtime cloth simulation and hair simulation used to be ressource hungry especially when there's other real-time stuff in the project like flags, lighting, etc. If the cloth is close to the skin it's usually better to skin it to a rig but if it's something like a cape that flies around a lot then it's better to go real-time.
Yeah it is still resource intensive. You can only run a couple of characters at once if they have cloth simulation. Not sure how many but I never seen a demo with more than one. Actually even basic rigid-body chain physic on cloth is still pretty intensive and limit the number of characters to something like 10 to 50 depending on the number of bones. By example I seen somebody with 850 dynamic bones for the hair and dress in VR chat. Looking at him was dropping my Ryzen 5600x to 15 fps. Most of the time if they need cloth physic in a game they bake the cloth simulation in a mesh cache. Then export it to the game to be played like a recording. It look the same it is sure that there will be no clipping or bug and it use almost no CPU. But it take more ram to keep all the baked mesh in memory.
Currently, (and, I realize it is entirely unintentional at this point), the hole in the chest has a very... "vaginal" vibe to it. Hopefully, as you further develop your design you'll be able to address it. Assuming you're not going for that kind of connotation, of course. Depending on your planned audience, some folks might take exception to it.
Boro getting uncomfortable everytime he turns off dress layer is unintentional comedic gold, hahahahahhs also, looking good!
Much better to do something 'bad', than not doing it at all.
My creed :D
I mean nude is pretty good too IMO 😅
İm stuck, at weight painting and i wanna do it perfect but its so harddd to get me motivated 😭😭😭😭
@@ITZABIRD Do you're best and move on, knowing next time you'll do better🙂
Hey, Boro, hope you realized this after, but don't forget that since the front of the dress is being pulled and stretched forward, the back should be pulled up taught against the neck. I think seeing the tension of the cloth would make her look a little creepy from behind as well. Sorry, if you already noticed or if you were already planning this.
(Plus, I think that the low point of the bottom winkle would be folded against/under the first, since the top of the dress is being strained the most. Otherwise, it almost looks like extra hanging fabric. But ignore me if this is completely wrong!)
Keep up the amazing work!
About that... since the dress is completed it could be possible to quickly set a basic cloth simulation and run it for few sec. This way it could settle and wrinkle by itself. Then if it looks good the change can be applied to the base mesh.
Hey! An idea for the first witnesses rigging (if you’re doing it) could be having him walking while holding his lower stomach (think what pregnant people do). He can walk with his back bent a bit farther back and his hips forward. I think this could be really interesting!
(Edit): for his idol animation, maybe he can like scratch the stomach while looking around and like hunch his shoulders.
Love your videos and this series as a whole!!!
انا
He showed some rigging he did, briefly when he talked about the theming at 24:41
I graduated this June in 3D animation and CGI and I specialized in character modeling. Clothes is the part I hate the most due to how hard it can be to replicate a concept art perfectly. The thickness, the flow, the stitches, having the right stiffness and having it fall just right on the character...So many things can go wrong. (Don't get me started on topology) your video helped me a lot to target and fix some of my problems but also learn other ways of making clothes. Thanks dude!
Love how you specifically said “how to avoid one easy trap” lol Blender can be a trap at times 😂 Only thing you can do is save, duplicate, copy, and try again. Also, I want to say, you have really came a long way in your 3D work! It probably took me twice as long to go through an entire character work flow process when first starting out.
Смотрю этот канал года с 2016-7... Не постоянно, потому, что времени не особо много, но блин... Это невероятно круто! Просто слов нет. Желаю вдохновения, возможности реализовать все идеи и продолжать совершенствоваться в любимых направлениях! ❤
i know absolutely NOTHING about making games/characters but i love watching these videos, it makes me appreciate how much thought goes into every single detail.. keep up the amazing work!! :)
For better loops, you'd need to cut the model where you want to enforce the loop select that part (select loops/inner-region) and assign different materials to parts. In QuadRemesher tick use materials and voila!
Awesome, thanks!
Loving these! I think once you get the hang of this first game, it's your job to go make a new team silent!
I can hardly make art on a two-dimensional plane, couldn't possibly wrap my mind around it once you start adding an X, Y, & Z axis.
LOVING THIS SERIES! keep up the great work
Awesome vid I like your workflow. You should try out marvelous designer or 3d coat for the clothing it will speed up your work alot.😁
Thanks for the idea!
@@BoroCG Hey Boro, big fan here. Take this with a grain of salt, but I would really recommend you that maybe you try to make this "second witness" old lady barefoot with (realistic) but really long toe nails (maybe all-black nails or with fungus on them like you did in the concept art before the modelling), it would make the "enemy" look so much primal and scary and weird imo than the "old lady classic shoes." The shoes give it a lot of "normality and familiarity" than an old creepy barefoot lady just standing there and watching you in the night at the front of a barn or a dark forest would bring imo. Anyways great vid!.
I'm always so excited for your work on your horror game :3
Looks good!!!!!! I really like the idea of this whole series
I'm sure someone's mentioned it already, but if you put a collider on the body mesh, I'm pretty sure you'll get collision with the cloth brush collision option
I knew I had to check that! For some reason I thought it was too long of a shot haha idk why
Damn it's slow though :D
@@BoroCG yeah cloth sim takes a long time
Spirals are a huge headache. Can confirm.
4:40 : I think, that this is a healthy approach. People will only see the result in the end anyways.
I love these videos. I don't know why. I don't do any of this stuff myself, or watch anyone else doing this sort of thing. I don't even really play games anymore. Can't wait for the next video.
It might look a bit more natural if the dress was torn on the chest area instad of being stretched around it
I think you should add a small "ting" sound like a small bill sound after you say bora dante its gonna sound cool !
Granny needs a walker! Made of HUMAN BONES >:3
for the hair i highly recommend using Bartosz Styperek's hair tool add-on. it does cost some money but it's very worth it for the price to get intuitive and game-ready card-based hair. incidentally he also has a tool for clothes called garment tool, i haven't bought and used it yet but it also looks very user-friendly with good results.
Ill give it a try the quad remesher and see for myself if the retopology done by quadremesher meets my expectations : ) thanks for the review.
27:17 The dress could collide with the body, but you'd have to register the body as a collision object in the physics tab first. The collision needs "some" fine-tuning to avoid clipping obv, and pulling too hard will break it immediately. But yeah, it's in there.
That first witness belly dance doe, amazing
Hey Boro! Love what youre doing, love your videos!
I am curious if you have heard of simply cloth pro? It makes blenders native cloth sim a lot more managable, ive had great results with it!
I love your content. It is extremely helpful and informative to me.
Nice! i always anticipate these videos! I enjoy them very much
is your intro a reverse decimation? if so, AMAZING, i love it
Yes! Thank you!
ive been playing with quad remesh recently and one of my results gave me a loop cut that i swear went over literally every face on my mesh
Edit: consider keeping a version of the dress with no thickness to use as a proxy for cloth in unreal engine. otherwise it deforms in the thickness too
I love these so much
You’re amazing!
Looking pretty cool, should add some tear to the cloth
Looking great
Amazing video as always!
Is the initial cloth design in Blender going to be detrimental to the cloth simulation in UE5?
Boro: makes dress invisible
*naked old lady body appears*
Boro: *visibly and audibly unconfortable*
i think u can turn collision on the body on
A pretty good witness to represent unwanted intimacy and a controller being controlled would be a priest or other holy leader who's taken over. Also lots of potential for creepiness
24:50 the first witness is throwing it back 💀💀
It would make more sense if the dress is ripped instead of rinkled. Like something ripped through his chest as well as the dress.
Is there going to be any animal witnesses?
Hey, for clothing, did you ever consider using CLO 3D or Marvelous Designer? you could do some wild stuff there, is basically like making real clothes.
Blender can also do that. It is less advanced but it support sewing stretching and expanding. Which is enough to make most clothing from 2D pieces of cloth. But the thing is that somebody absolutely need to know how to design proper 2D patterns. If not it end up looking weird whatever the software. So it can be as hard or harder than just modeling the cloth.
I mean if you have enough topo you really don’t have to worry about how topo flows. And it makes sense since your just a one man operation. I know how long It takes to make a all around super optimized game ready model and it would be hell for you to make them all to that extent.
The thing is, quadmesh topology may save time for the retopology stage but it wastes that time plus more during the rigging process and makes creating weights harder. He is using auto rig pro, in other words he is combining lazy topology plus lazy rigging which doesn’t just lead to terrible performance. It leads to an ugly character, not in the sense of scary, but in the sense of hella jank. Arms and legs don’t move right, everything clips, the lighting becomes blocky at joints and most importantly, animating the rig becomes much harder and time consuming. long story short, being lazy at the start creates much more work down the road. The best thing an indie dev can do, is do it the proper way but reduce the scope of the game and only use quadresmesh for non hero assets like random static objects or rigs viewed from far away. Even then, for a game, quadretopo is kinda useless, I find static meshes with no retopo at all much lighter and faster to make. Meaning quadretopo is my fav tool for concept art and animations but not for game assets
14:16 - what tablet is that?
Confirmed, Boro scared of naked old ladies
I thought this is a Physic Video witch explains the physics of falling boobs lmao
letss gooo
really love this
first comment btw
Curious, just saw a video of a real time cloth simulation in UED, how come people don’t use it for this? (I understand it needs specific gpu to work, and that clipping is an issue)
It depends really. I do not know if it's still the case but realtime cloth simulation and hair simulation used to be ressource hungry especially when there's other real-time stuff in the project like flags, lighting, etc. If the cloth is close to the skin it's usually better to skin it to a rig but if it's something like a cape that flies around a lot then it's better to go real-time.
Yeah it is still resource intensive. You can only run a couple of characters at once if they have cloth simulation. Not sure how many but I never seen a demo with more than one.
Actually even basic rigid-body chain physic on cloth is still pretty intensive and limit the number of characters to something like 10 to 50 depending on the number of bones. By example I seen somebody with 850 dynamic bones for the hair and dress in VR chat. Looking at him was dropping my Ryzen 5600x to 15 fps.
Most of the time if they need cloth physic in a game they bake the cloth simulation in a mesh cache. Then export it to the game to be played like a recording. It look the same it is sure that there will be no clipping or bug and it use almost no CPU. But it take more ram to keep all the baked mesh in memory.
Currently, (and, I realize it is entirely unintentional at this point), the hole in the chest has a very... "vaginal" vibe to it. Hopefully, as you further develop your design you'll be able to address it. Assuming you're not going for that kind of connotation, of course. Depending on your planned audience, some folks might take exception to it.
I mentioned in previous videos, there's a Freudish aspect to this horror. Not a literal vagina of course, but yeah
I click on this to simpley say that I hate the thumbnail with a firey passion. Alright thats it
Is that Nancy Pelosi?
wish tNice tutorials could be
Hello boro, weird question here, why are you bald?
I trained so hard I went bald.